Fix namespaces and optimize imports (#1651)
* Fix namespaces and optimize imports * Cleanup fixes * Merge conflict fixes * Merge conflict fixes * Merge conflict fixes
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@@ -1,15 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Threading;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.EntitySystems.AI.Pathfinding.Pathfinders;
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using Content.Server.GameObjects.EntitySystems.JobQueues;
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using Content.Server.GameObjects.EntitySystems.JobQueues.Queues;
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using Content.Server.GameObjects.EntitySystems.Pathfinding;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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@@ -275,9 +271,9 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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/// <param name="entity"></param>
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private void HandleEntityAdd(IEntity entity)
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{
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if (entity.Deleted ||
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if (entity.Deleted ||
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_lastKnownPositions.ContainsKey(entity) ||
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!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!entity.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!PathfindingNode.IsRelevant(entity, collidableComponent))
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{
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return;
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@@ -315,23 +311,23 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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private void HandleEntityMove(MoveEvent moveEvent)
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{
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// If we've moved to space or the likes then remove us.
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if (moveEvent.Sender.Deleted ||
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if (moveEvent.Sender.Deleted ||
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!moveEvent.Sender.TryGetComponent(out ICollidableComponent collidableComponent) ||
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!PathfindingNode.IsRelevant(moveEvent.Sender, collidableComponent))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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// Memory leak protection until grid parenting confirmed fix / you REALLY need the performance
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var gridBounds = _mapManager.GetGrid(moveEvent.Sender.Transform.GridID).WorldBounds;
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if (!gridBounds.Contains(moveEvent.Sender.Transform.WorldPosition))
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{
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HandleEntityRemove(moveEvent.Sender);
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return;
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}
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// If we move from space to a grid we may need to start tracking it.
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if (!_lastKnownPositions.TryGetValue(moveEvent.Sender, out var oldNode))
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{
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@@ -342,7 +338,7 @@ namespace Content.Server.GameObjects.EntitySystems.AI.Pathfinding
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// The pathfinding graph is tile-based so first we'll check if they're on a different tile and if we need to update.
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// If you get entities bigger than 1 tile wide you'll need some other system so god help you.
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var newTile = _mapManager.GetGrid(moveEvent.NewPosition.GridID).GetTileRef(moveEvent.NewPosition);
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if (oldNode == null || oldNode.TileRef == newTile)
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{
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return;
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